float4 render(float2 uv) {
	float2 newuv;
	newuv[0] = uv[0] - 0.5;
	newuv[1] = uv[1];
	newuv[0] = newuv[0] * uv[1] + 0.5;
	
	float4 image_color = image.Sample(builtin_texture_sampler, newuv);
	return image_color;
}
